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From Pathfinder #174: Shadows of the Ancients, which isn't enabled.

Unshadowed Haibram

CREATURE 18
Perception +30; darkvision
Languages Common, Dwarven
Skills Academia Lore +31, Acrobatics +33, Arcana +33, Athletics +35, Deception +29, Intimidation +31, Performance +31, Stealth +29, Survival +29
Str +5, Dex +4, Con +4, Int +4, Wis +2, Cha -1
Items Mambele

AC 41; Fort +33, Ref +30, Will +27
HP 330; Resistances acid 20
Shadow's Displeasure

When Haibam has fewer than 150 Hit Points, his shadow pulls at his essence to show the Vesicant Egg's displeasure. He looks pained and confused, and he becomes Clumsy 1 and Stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, he falls Unconscious.

Vesicated Shadow

Haibam's shadow has become corrupted via the power of the Vesicant Egg. His shredded shadow grants him some control over acid and shadows. He gains a +4 status bonus to resist acid and shadow effects.


Speed 20 feet
Melee Mambele +33 (deadly d8, disarm, magical), Damage 3d6+16 slashing
Melee Mambele +33 (deadly d8, disarm, magical, thrown 20), Damage 3d6+16 slashing
Occult Innate Spells DC 40, attack +32; 9th Shadow Blast (Acid Only) (×2), Shadow Siphon (×2)
Rupture Shadow (acid, occult, shadow)

Haibam can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. He targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Haibam can't use Rupture Shadow again for 1d4 rounds.


Critical Success The target is unaffected and becomes temporarily immune for 1 day.

Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target.

Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage.

Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage.

Wind Step (air, arcane)

Haibram draws air around him to aid his movement. He Strides up to his Speed, gaining the effects of Air Walk and ignoring difficult terrain while moving. He can increase the number of actions to 3 to Stride up to three times his Speed instead. Haibram begins to fall immediately after using Wind Step but treats the fall as 60 feet shorter thanks to the supporting winds.

Wind Touch

Haibram imbues a weapon he's holding with the power of the wind until the start of his next turn. The wind's power allows Haibram to swing and hurl the weapon with great force, causing the weapon to deal an additional 2d10 damage. If the weapon does not have the thrown trait, it also gains the thrown 10 feet trait during this attack.

Pathfinder #174: Shadows of the AncientsOGL